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fs2open.github.com/code/missionui/redalert.cpp
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995 lines
26 KiB
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "missionui/redalert.h"
#include "model/model.h"
#include "gamesnd/gamesnd.h"
#include "gamesequence/gamesequence.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionweaponchoice.h"
#include "io/key.h"
#include "graphics/font.h"
#include "mission/missionbriefcommon.h"
#include "io/timer.h"
#include "mission/missioncampaign.h"
#include "mission/missiongoals.h"
#include "globalincs/linklist.h"
#include "hud/hudwingmanstatus.h"
#include "sound/audiostr.h"
#include "freespace2/freespace.h"
#include "globalincs/alphacolors.h"
#include "sound/fsspeech.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#include "cfile/cfile.h"
#include "io/mouse.h"
#include "ai/aigoals.h"
/////////////////////////////////////////////////////////////////////////////
// Red Alert Mission-Level
/////////////////////////////////////////////////////////////////////////////
static int Red_alert_new_mission_timestamp; // timestamp used to give user a little warning for red alerts
static int Red_alert_num_slots_used = 0;
static int Red_alert_voice_started;
#define RED_ALERT_WARN_TIME 4000 // time to warn user that new orders are coming
#define MAX_RED_ALERT_SLOTS 32
#define MAX_RED_ALERT_SUBSYSTEMS 64
#define RED_ALERT_EXITED_SHIP_CLASS -1
typedef struct red_alert_ship_status
{
char name[NAME_LENGTH];
float hull;
int ship_class;
float subsys_current_hits[MAX_RED_ALERT_SUBSYSTEMS];
float subsys_aggregate_current_hits[SUBSYSTEM_MAX];
int wep[MAX_SHIP_WEAPONS];
int wep_count[MAX_SHIP_WEAPONS];
} red_alert_ship_status;
static red_alert_ship_status Red_alert_wingman_status[MAX_RED_ALERT_SLOTS];
static char Red_alert_precursor_mission[MAX_FILENAME_LEN];
/////////////////////////////////////////////////////////////////////////////
// Red Alert Interface
/////////////////////////////////////////////////////////////////////////////
char *Red_alert_fname[GR_NUM_RESOLUTIONS] = {
"RedAlert",
"2_RedAlert"
};
char *Red_alert_mask[GR_NUM_RESOLUTIONS] = {
"RedAlert-m",
"2_RedAlert-m"
};
// font to use for "incoming transmission"
int Ra_flash_font[GR_NUM_RESOLUTIONS] = {
FONT2,
FONT2
};
int Ra_flash_y[GR_NUM_RESOLUTIONS] = {
140,
200
};
/*
static int Ra_flash_coords[GR_NUM_RESOLUTIONS][2] = {
{
61, 108 // GR_640
},
{
61, 108 // GR_1024
}
};
*/
#define NUM_BUTTONS 2
#define RA_REPLAY_MISSION 0
#define RA_CONTINUE 1
static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
{ // GR_640
ui_button_info("RAB_00", 2, 445, -1, -1, 0),
ui_button_info("RAB_01", 575, 432, -1, -1, 1),
},
{ // GR_1024
ui_button_info("2_RAB_00", 4, 712, -1, -1, 0),
ui_button_info("2_RAB_01", 920, 691, -1, -1, 1),
}
};
#define RED_ALERT_NUM_TEXT 3
UI_XSTR Red_alert_text[GR_NUM_RESOLUTIONS][RED_ALERT_NUM_TEXT] = {
{ // GR_640
{ "Replay", 1405, 46, 451, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
{ "Previous Mission", 1452, 46, 462, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
{ "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_CONTINUE].button },
},
{ // GR_1024
{ "Replay", 1405, 75, 722, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
{ "Previous Mission", 1452, 75, 733, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
{ "Continue", 1069, 902, 661, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_CONTINUE].button },
}
};
// indicies for coordinates
#define RA_X_COORD 0
#define RA_Y_COORD 1
#define RA_W_COORD 2
#define RA_H_COORD 3
static int Text_delay;
int Ra_brief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
{
14, 151, 522, 289
},
{
52, 241, 785, 463
}
};
static UI_WINDOW Ui_window;
// static hud_anim Flash_anim;
static int Background_bitmap;
static int Red_alert_inited = 0;
static int Red_alert_voice;
// open and pre-load the stream buffers for the different voice streams
void red_alert_voice_load()
{
Assert( Briefing != NULL );
if ( strnicmp(Briefing->stages[0].voice, NOX("none"), 4) && (strlen(Briefing->stages[0].voice) > 0) ) {
Red_alert_voice = audiostream_open( Briefing->stages[0].voice, ASF_VOICE );
}
}
// close all the briefing voice streams
void red_alert_voice_unload()
{
if ( Red_alert_voice != -1 ) {
audiostream_close_file(Red_alert_voice, 0);
Red_alert_voice = -1;
}
}
// start playback of the red alert voice
void red_alert_voice_play()
{
if ( Red_alert_voice == -1 ){
fsspeech_play(FSSPEECH_FROM_BRIEFING, Briefing->stages[0].new_text);
return; // voice file doesn't exist
}
if ( !Briefing_voice_enabled ) {
return;
}
if ( audiostream_is_playing(Red_alert_voice) ){
return;
}
audiostream_play(Red_alert_voice, Master_voice_volume, 0);
Red_alert_voice_started = 1;
}
// stop playback of the red alert voice
void red_alert_voice_stop()
{
if ( Red_alert_voice == -1 )
return;
audiostream_stop(Red_alert_voice, 1, 0); // stream is automatically rewound
}
// pausing and unpausing of red alert voice
void red_alert_voice_pause()
{
if ( Red_alert_voice == -1 )
return;
if ( !Red_alert_voice_started )
return;
audiostream_pause(Red_alert_voice);
}
void red_alert_voice_unpause()
{
if ( Red_alert_voice == -1 )
return;
if ( !Red_alert_voice_started )
return;
audiostream_unpause(Red_alert_voice);
}
// a button was pressed, deal with it
void red_alert_button_pressed(int n)
{
switch (n) {
case RA_CONTINUE:
// warp the mouse cursor the the middle of the screen for those who control with a mouse
mouse_set_pos( gr_screen.max_w/2, gr_screen.max_h/2 );
if(game_do_cd_mission_check(Game_current_mission_filename)){
if(Game_mode & GM_MULTIPLAYER){
// process the initial orders now (moved from post_process_mission()in missionparse)
mission_parse_fixup_players();
ai_post_process_mission();
}
gameseq_post_event(GS_EVENT_ENTER_GAME);
} else {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
break;
case RA_REPLAY_MISSION:
if ( Game_mode & GM_CAMPAIGN_MODE ) {
// TODO: make call to campaign code to set correct mission for loading
// mission_campaign_play_previous_mission(Red_alert_precursor_mission);
if ( !mission_campaign_previous_mission() ) {
gamesnd_play_iface(SND_GENERAL_FAIL);
break;
}
// CD CHECK
if(game_do_cd_mission_check(Game_current_mission_filename)){
gameseq_post_event(GS_EVENT_START_GAME);
} else {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
} else {
gamesnd_play_iface(SND_GENERAL_FAIL);
}
break;
}
}
// blit "incoming transmission"
#define RA_FLASH_CYCLE 0.25f
float Ra_flash_time = 0.0f;
int Ra_flash_up = 0;
void red_alert_blit_title()
{
char *str = XSTR("Incoming Transmission", 1406);
int w, h;
// get the string size
gr_set_font(Ra_flash_font[gr_screen.res]);
gr_get_string_size(&w, &h, str);
// set alpha color
color flash_color;
if(Ra_flash_up){
gr_init_alphacolor(&flash_color, (int)(255.0f * (Ra_flash_time / RA_FLASH_CYCLE)), 0, 0, 255);
} else {
gr_init_alphacolor(&flash_color, (int)(255.0f * (1.0f - (Ra_flash_time / RA_FLASH_CYCLE))), 0, 0, 255);
}
// draw
gr_set_color_fast(&flash_color);
gr_string(Ra_brief_text_wnd_coords[gr_screen.res][0] + ((Ra_brief_text_wnd_coords[gr_screen.res][2] - w) / 2), Ra_flash_y[gr_screen.res] - h - 5, str);
gr_set_color_fast(&Color_normal);
// increment flash time
Ra_flash_time += flFrametime;
if(Ra_flash_time >= RA_FLASH_CYCLE){
Ra_flash_time = 0.0f;
Ra_flash_up = !Ra_flash_up;
}
// back to the original font
gr_set_font(FONT1);
}
// Called once when red alert interface is started
void red_alert_init()
{
int i;
ui_button_info *b;
if ( Red_alert_inited ) {
return;
}
// common_set_interface_palette("ControlConfigPalette"); // set the interface palette
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Ui_window.set_mask_bmap(Red_alert_mask[gr_screen.res]);
for (i=0; i<NUM_BUTTONS; i++) {
b = &Buttons[gr_screen.res][i];
b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
// set up callback for when a mouse first goes over a button
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// all text
for(i=0; i<RED_ALERT_NUM_TEXT; i++){
Ui_window.add_XSTR(&Red_alert_text[gr_screen.res][i]);
}
// set up red alert hotkeys
Buttons[gr_screen.res][RA_CONTINUE].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
// load in background image and flashing red alert animation
Background_bitmap = bm_load(Red_alert_fname[gr_screen.res]);
// hud_anim_init(&Flash_anim, Ra_flash_coords[gr_screen.res][RA_X_COORD], Ra_flash_coords[gr_screen.res][RA_Y_COORD], NOX("AlertFlash"));
// hud_anim_load(&Flash_anim);
Red_alert_voice = -1;
if ( !Briefing ) {
Briefing = &Briefings[0];
}
if ( Briefing->num_stages > 0 ) {
Assert(Briefing->stages[0].new_text);
brief_color_text_init(Briefing->stages[0].new_text, Ra_brief_text_wnd_coords[gr_screen.res][RA_W_COORD], 0);
}
red_alert_voice_load();
// we have to reset/setup the shipselect and weaponselect pointers before moving on
ship_select_common_init();
weapon_select_common_init();
Text_delay = timestamp(200);
Red_alert_voice_started = 0;
Red_alert_inited = 1;
}
// Called once when the red alert interface is exited
void red_alert_close()
{
if (Red_alert_inited) {
red_alert_voice_stop();
red_alert_voice_unload();
weapon_select_close_team();
if (Background_bitmap >= 0) {
bm_release(Background_bitmap);
}
Ui_window.destroy();
// bm_unload(&Flash_anim);
common_free_interface_palette(); // restore game palette
game_flush();
}
Red_alert_inited = 0;
fsspeech_stop();
}
// called once per frame when game state is GS_STATE_RED_ALERT
void red_alert_do_frame(float frametime)
{
int i, k;
// ensure that the red alert interface has been initialized
if (!Red_alert_inited) {
Int3();
return;
}
// commit if skipping briefing, but not in multi - Goober5000
if (!(Game_mode & GM_MULTIPLAYER)) {
if (The_mission.flags & MISSION_FLAG_NO_BRIEFING)
{
commit_pressed();
return;
}
}
k = Ui_window.process() & ~KEY_DEBUGGED;
switch (k) {
case KEY_ESC:
// gameseq_post_event(GS_EVENT_ENTER_GAME);
gameseq_post_event(GS_EVENT_MAIN_MENU);
break;
} // end switch
for (i=0; i<NUM_BUTTONS; i++){
if (Buttons[gr_screen.res][i].button.pressed()){
red_alert_button_pressed(i);
}
}
GR_MAYBE_CLEAR_RES(Background_bitmap);
if (Background_bitmap >= 0) {
gr_set_bitmap(Background_bitmap);
gr_bitmap(0, 0);
}
Ui_window.draw();
// hud_anim_render(&Flash_anim, frametime);
gr_set_font(FONT1);
if ( timestamp_elapsed(Text_delay) ) {
int finished_wipe = 0;
if ( Briefing->num_stages > 0 ) {
finished_wipe = brief_render_text(0, Ra_brief_text_wnd_coords[gr_screen.res][RA_X_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_Y_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_H_COORD], frametime, 0);
}
if (finished_wipe) {
red_alert_voice_play();
}
}
// blit incoming transmission
red_alert_blit_title();
gr_flip();
}
// set the red alert status for the current mission
void red_alert_invalidate_timestamp()
{
Red_alert_new_mission_timestamp = timestamp(-1); // make invalid
}
// Store a ships weapons into a wingman status structure
void red_alert_store_weapons(red_alert_ship_status *ras, ship_weapon *swp)
{
int i, sidx;
weapon_info *wip;
if (swp == NULL) {
// just set defaults
for (i = 0; i < MAX_SHIP_WEAPONS; i++) {
ras->wep[i] = -1;
ras->wep_count[i] = 0;
}
return;
}
// edited to accommodate ballistics - Goober5000
for (i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++) {
wip = &Weapon_info[swp->primary_bank_weapons[i]];
ras->wep[i] = swp->primary_bank_weapons[i];
if (ras->wep[i] >= 0) {
if (wip->wi_flags2 & WIF2_BALLISTIC) {
// to avoid triggering the below condition: this way, minimum ammo will be 2...
// since the red-alert representation of a conventional primary is 0 -> not used,
// 1 -> used, I added the representation 2 and above -> ballistic primary
ras->wep_count[i] = swp->primary_bank_ammo[i] + 2;
} else {
ras->wep_count[i] = 1;
}
} else {
ras->wep_count[i] = -1;
}
}
for (i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++) {
sidx = i+MAX_SHIP_PRIMARY_BANKS;
ras->wep[sidx] = swp->secondary_bank_weapons[i];
if (ras->wep[sidx] >= 0)
ras->wep_count[sidx] = swp->secondary_bank_ammo[i];
else
ras->wep_count[sidx] = -1;
}
}
// Take the weapons stored in a wingman_status struct, and bash them into the ship weapons struct
void red_alert_bash_weapons(red_alert_ship_status *ras, ship_weapon *swp)
{
int i, j, sidx;
// restore from ship_exited
if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS)
return;
// modified to accommodate ballistics - Goober5000
j = 0;
for (i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++) {
if ( (ras->wep_count[i] > 0) && (ras->wep[i] >= 0) ) {
swp->primary_bank_weapons[j] = ras->wep[i];
if (ras->wep_count[i] > 1) // this is a ballistic primary (!!!)
swp->primary_bank_ammo[j] = ras->wep_count[i] - 2; // to compensate for storage
else
swp->primary_bank_ammo[i] = 0;
j++;
}
}
swp->num_primary_banks = j;
j = 0;
for (i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++) {
sidx = i+MAX_SHIP_PRIMARY_BANKS;
if (ras->wep[sidx] >= 0) {
swp->secondary_bank_weapons[j] = ras->wep[sidx];
swp->secondary_bank_ammo[j] = ras->wep_count[sidx];
j++;
}
}
swp->num_secondary_banks = j;
}
void red_alert_bash_subsys_status(red_alert_ship_status *ras, ship *shipp)
{
ship_subsys *ss;
int i, count = 0;
// restore from ship_exited
if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS)
return;
ss = GET_FIRST(&shipp->subsys_list);
while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
Int3(); // ran out of subsystems
break;
}
// NOTE: we cast to int here in order to get rid of float precision issues with the comparison
if ((int)ras->subsys_current_hits[count] != -1) {
ss->current_hits = ras->subsys_current_hits[count];
if (ss->current_hits <= 0)
ss->submodel_info_1.blown_off = 1;
}
ss = GET_NEXT( ss );
count++;
}
for (i = 0; i < SUBSYSTEM_MAX; i++) {
// NOTE: we cast to int here in order to get rid of float precision issues with the comparison
if ((int)ras->subsys_aggregate_current_hits[i] == -1)
continue;
shipp->subsys_info[i].current_hits = ras->subsys_aggregate_current_hits[i];
}
}
void red_alert_store_subsys_status(red_alert_ship_status *ras, ship *shipp)
{
ship_subsys *ss;
int i, count = 0;
if (shipp == NULL) {
// just set defaults and bail
// this assumes that current hits will never equal -1.0f (which it shouldn't)
for (i = 0; i < MAX_RED_ALERT_SUBSYSTEMS; i++)
ras->subsys_current_hits[i] = -1.0f;
for (i = 0; i < SUBSYSTEM_MAX; i++)
ras->subsys_aggregate_current_hits[i] = -1.0f;
return;
}
ss = GET_FIRST(&shipp->subsys_list);
while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
Int3(); // ran out of subsystems
break;
}
ras->subsys_current_hits[count] = ss->current_hits;
ss = GET_NEXT( ss );
count++;
}
for (i = 0; i < SUBSYSTEM_MAX; i++)
ras->subsys_aggregate_current_hits[i] = shipp->subsys_info[i].current_hits;
}
// Record the current state of the players wingman
void red_alert_store_wingman_status()
{
ship *shipp;
red_alert_ship_status *ras;
ship_obj *so;
object *ship_objp;
Red_alert_num_slots_used = 0;
// store the mission filename for the red alert precursor mission
strcpy_s(Red_alert_precursor_mission, Game_current_mission_filename);
// store status for all existing ships
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
Assert(ship_objp->type == OBJ_SHIP);
shipp = &Ships[ship_objp->instance];
if ( shipp->flags & SF_DYING ) {
continue;
}
if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
Int3(); // ran out of red alert slots
continue;
}
if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
continue;
}
ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
Red_alert_num_slots_used++;
strcpy_s(ras->name, shipp->ship_name);
ras->hull = Objects[shipp->objnum].hull_strength;
ras->ship_class = shipp->ship_info_index;
red_alert_store_weapons(ras, &shipp->weapons);
red_alert_store_subsys_status(ras, shipp);
}
// store exited ships that did not die
for (int idx=0; idx<(int)Ships_exited.size(); idx++) {
if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
Int3(); // ran out of red alert slots
continue;
}
if (Ships_exited[idx].flags & SEF_RED_ALERT_CARRY) {
ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
Red_alert_num_slots_used++;
strcpy_s(ras->name, Ships_exited[idx].ship_name);
ras->hull = float(Ships_exited[idx].hull_strength);
// if a ship has been destroyed or removed manually by the player, then mark it as such ...
if ( (Ships_exited[idx].flags & SEF_DESTROYED) || (Ships_exited[idx].flags & SEF_PLAYER_DELETED) ) {
ras->ship_class = RED_ALERT_EXITED_SHIP_CLASS;
}
// ... otherwise we want to make sure and carry over the ship class
else {
Assert( Ships_exited[idx].ship_class >= 0 );
ras->ship_class = Ships_exited[idx].ship_class;
}
red_alert_store_weapons(ras, NULL);
red_alert_store_subsys_status(ras, NULL);
}
}
Assert(Red_alert_num_slots_used > 0);
}
// Delete a ship in a red alert mission (since it must have died/departed in the previous mission)
void red_alert_delete_ship(ship *shipp)
{
if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
}
ship_add_exited_ship( shipp, SEF_PLAYER_DELETED );
obj_delete(shipp->objnum);
if ( shipp->wingnum >= 0 ) {
ship_wing_cleanup( shipp-Ships, &Wings[shipp->wingnum] );
}
}
// Take the stored wingman status information, and adjust the player wing ships accordingly
void red_alert_bash_wingman_status()
{
int i;
ship *shipp;
red_alert_ship_status *ras;
ship_obj *so;
object *ship_objp;
if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
return;
}
if ( Red_alert_num_slots_used <= 0 ) {
return;
}
// go through all ships in the game, and see if there is red alert status data for any
int remove_list[MAX_RED_ALERT_SLOTS];
int remove_count = 0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
Assert(ship_objp->type == OBJ_SHIP);
shipp = &Ships[ship_objp->instance];
if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
continue;
}
int found_match = 0;
for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
ras = &Red_alert_wingman_status[i];
// we only want to restore ships which haven't been destroyed (which the RED_ALERT_EXITED_SHIP_CLASS identifies)
if ( !stricmp(ras->name, shipp->ship_name) && (ras->ship_class != RED_ALERT_EXITED_SHIP_CLASS) ) {
found_match = 1;
// if necessary, restore correct ship class
if ( ras->ship_class != shipp->ship_info_index ) {
change_ship_type(SHIP_INDEX(shipp), ras->ship_class);
}
// restore hull and weapons
ship_objp->hull_strength = ras->hull;
red_alert_bash_weapons(ras, &shipp->weapons);
red_alert_bash_subsys_status(ras, shipp);
}
}
if ( !found_match ) {
remove_list[remove_count++] = SHIP_INDEX(shipp);
}
}
// remove ships
for ( i = 0; i < remove_count; i++ ) {
// remove ship
red_alert_delete_ship(&Ships[remove_list[i]]);
}
}
// write wingman status out to the specified file
void red_alert_write_wingman_status(CFILE *fp)
{
int i, j;
red_alert_ship_status *ras;
cfwrite_int(Red_alert_num_slots_used, fp);
if ( Red_alert_num_slots_used <= 0 ) {
return;
}
Assert(strlen(Red_alert_precursor_mission) > 0 );
cfwrite_string(Red_alert_precursor_mission, fp);
for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
ras = &Red_alert_wingman_status[i];
cfwrite_string(ras->name, fp);
cfwrite_float(ras->hull, fp);
cfwrite_string_len(Ship_info[ras->ship_class].name, fp);
for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
cfwrite_float(ras->subsys_current_hits[j], fp);
}
for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
cfwrite_float(ras->subsys_aggregate_current_hits[j], fp);
}
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
cfwrite_string_len( Weapon_info[ras->wep[j]].name, fp);
cfwrite_int( ras->wep_count[j], fp );
}
}
}
// same basic thing as the above but for writing in the campaign file - taylor
void red_alert_write_wingman_status_campaign(CFILE *fp)
{
int i, j;
red_alert_ship_status *ras;
cfwrite_int(Red_alert_num_slots_used, fp);
if ( Red_alert_num_slots_used <= 0 ) {
return;
}
Assert(strlen(Red_alert_precursor_mission) > 0 );
cfwrite_string(Red_alert_precursor_mission, fp);
for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
ras = &Red_alert_wingman_status[i];
cfwrite_string(ras->name, fp);
cfwrite_float(ras->hull, fp);
cfwrite_int(ras->ship_class, fp);
for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
cfwrite_float(ras->subsys_current_hits[j], fp);
}
for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
cfwrite_float(ras->subsys_aggregate_current_hits[j], fp);
}
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
cfwrite_int( ras->wep[j], fp ) ;
cfwrite_int( ras->wep_count[j], fp );
}
}
}
// red wingman status out of the specified file
void red_alert_read_wingman_status(CFILE *fp, int version)
{
int i, j;
red_alert_ship_status *ras;
char tname[NAME_LENGTH];
Red_alert_num_slots_used = cfread_int(fp);
if ( Red_alert_num_slots_used <= 0 ) {
return;
}
cfread_string(Red_alert_precursor_mission, MAX_FILENAME_LEN, fp);
for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
ras = &Red_alert_wingman_status[i];
cfread_string(ras->name, NAME_LENGTH, fp);
ras->hull = cfread_float(fp);
if (version >= 142) {
cfread_string_len( tname, NAME_LENGTH, fp );
ras->ship_class = ship_info_lookup(tname);
} else {
ras->ship_class = cfread_int(fp);
}
for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
ras->subsys_current_hits[j] = cfread_float(fp);
}
for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
ras->subsys_aggregate_current_hits[j] = cfread_float(fp);
}
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
if (version >= 142) {
cfread_string_len( tname, NAME_LENGTH, fp );
ras->wep[j] = weapon_info_lookup(tname);
} else {
ras->wep[j] = cfread_int(fp) ;
}
ras->wep_count[j] = cfread_int(fp);
}
}
}
// same basic thing as the above but for read from the campaign file - taylor
void red_alert_read_wingman_status_campaign(CFILE *fp, char ships[][NAME_LENGTH], char weapons[][NAME_LENGTH])
{
int i, j;
red_alert_ship_status *ras;
int ras_tmp = -1;
Red_alert_num_slots_used = cfread_int(fp);
if ( Red_alert_num_slots_used <= 0 ) {
return;
}
Assert( (ships != NULL) && (weapons != NULL) );
if ( (ships == NULL) || (weapons == NULL) )
return;
cfread_string(Red_alert_precursor_mission, MAX_FILENAME_LEN, fp);
for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
ras = &Red_alert_wingman_status[i];
cfread_string(ras->name, NAME_LENGTH, fp);
ras->hull = cfread_float(fp);
ras_tmp = cfread_int(fp);
ras->ship_class = ship_info_lookup( ships[ras_tmp] );
for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
ras->subsys_current_hits[j] = cfread_float(fp);
}
for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
ras->subsys_aggregate_current_hits[j] = cfread_float(fp);
}
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
ras_tmp = cfread_int(fp) ;
ras->wep[j] = weapon_info_lookup( weapons[ras_tmp] );
ras->wep_count[j] = cfread_int(fp);
}
}
}
// return !0 if this is a red alert mission, otherwise return 0
int red_alert_mission()
{
return (The_mission.flags & MISSION_FLAG_RED_ALERT);
}
// called from sexpression code to start a red alert mission
void red_alert_start_mission()
{
// if we are not in campaign mode, go to debriefing
// if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
// gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
// return;
// }
// check player health here.
// if we're dead (or about to die), don't start red alert mission.
if (Player_obj->type == OBJ_SHIP) {
if (Player_obj->hull_strength > 0) {
// make sure we don't die
Player_ship->ship_guardian_threshold = SHIP_GUARDIAN_THRESHOLD_DEFAULT;
// do normal red alert stuff
Red_alert_new_mission_timestamp = timestamp(RED_ALERT_WARN_TIME);
// throw down a sound here to make the warning seem ultra-important
// gamesnd_play_iface(SND_USER_SELECT);
snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
}
}
}
// called from main game loop to check to see if we should move to a red alert mission
int red_alert_check_status()
{
// if the timestamp is invalid, do nothing.
if ( !timestamp_valid(Red_alert_new_mission_timestamp) )
return 0;
// return if the timestamp hasn't elapsed yet
if ( timestamp_elapsed(Red_alert_new_mission_timestamp) ) {
// basic premise here is to stop the current mission, and then set the next mission in the campaign
// which better be a red alert mission
if ( Game_mode & GM_CAMPAIGN_MODE ) {
red_alert_store_wingman_status();
mission_goal_fail_incomplete();
mission_campaign_store_goals_and_events_and_variables();
scoring_level_close();
mission_campaign_eval_next_mission();
mission_campaign_mission_over();
// CD CHECK
gameseq_post_event(GS_EVENT_START_GAME);
} else {
gameseq_post_event(GS_EVENT_END_GAME);
}
}
return 1;
}